ORIGINAL: Tanaka
Maybe Ive missed it but is the Intelligence process/screen being improved? Radio transmissions etc... Being able to see both sides intelligence...
Yes - SigInt - is being improved!
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
ORIGINAL: Tanaka
Maybe Ive missed it but is the Intelligence process/screen being improved? Radio transmissions etc... Being able to see both sides intelligence...
ORIGINAL: jwilkerson
ORIGINAL: Tanaka
Maybe Ive missed it but is the Intelligence process/screen being improved? Radio transmissions etc... Being able to see both sides intelligence...
Yes - SigInt - is being improved!
ORIGINAL: jwilkerson
Actually the Japanese SigInt is probably over-represented in stock.
ORIGINAL: jwilkerson
ORIGINAL: Tanaka
Maybe Ive missed it but is the Intelligence process/screen being improved? Radio transmissions etc... Being able to see both sides intelligence...
Yes - SigInt - is being improved!


ORIGINAL: Ron Saueracker
Are warships (names) now going to be included in the intercepts and Magic? I've never noticed a ship name ever unless an LCU was loaded on a transport and headed to some base.
ORIGINAL: Ron Saueracker
Are warships (names) now going to be included in the intercepts and Magic? I've never noticed a ship name ever unless an LCU was loaded on a transport and headed to some base.

ORIGINAL: Don Bowen
ORIGINAL: Ron Saueracker
Are warships (names) now going to be included in the intercepts and Magic? I've never noticed a ship name ever unless an LCU was loaded on a transport and headed to some base.
Warships are, and always were, included in SigInt reports. There was an issue with the way the program checked for SigInt reports - beginning with bases, then land unit, then task forces. Usually the "calculated maximum" number of intercept reports per turn were expended before it got to TFs, so ship-at-sea reporting was very rare.
Changed in AE - and it's also Foggier of War-ier.


ORIGINAL: marioa
Please can whe expect a printed manual with the release of the Admiral's Edition add-on?
Thanks.
Regards.
mari0a
 
 ORIGINAL: topeverest
1. The land combat system needs an overhaul. 5 of my buddies quit the game as soon as they found out there is a ZOC in a game that has 3600 square mile hexes. To put that in perspective, that is half the size of Massachusetts. Even the multidimensional combat formations of today could not interdict anywhere near that much terrain that they don't currently occupy. At a minimum, we recommend having an option to remove ZOC, though we would still suggest not allowing a defeated foe to retreat into an enemy occupied hex. Even with the proposed 40 mile hexes of the next generation, that would be 1600 square miles of interdiction. None of us can find a justification to lock units in combat or in their hexes because of adjacent enemy units. Units retreating across a 'ZOC' might suffer a fire attack of some type or a % reduction in force size.
We are rewriting the ZOC to make it hexside rather than hex based - it is also non permanent - its not a total rewrite it will help its still not perfect but rewriting the land system was out of scope.
2. Enemy land movement is not detectable until it enters a new hex. There definitely should be a mechanism to determine that enemy units are moving in a particular direction, perhaps through recon or just being adjacent.
No this falls into the to hard to do in the current code so this wont be in
3. Land movement in general is too slow, probably as a result of the movement reduction penalties applied to units. In general, we feel that land units should move about double what they actual effective movement rate is over rough / broken ground. Mechanized units should be able to pulse 100 hundred miles on roads / rails per day at some cost in disruption
In asia on the roads in question with WW2 equipment perhaps now or maybe 3rd Army in France but 100 miles per day on asian 3rd rate tracks or dirt roads in China no unit in WW2 Pacific achieved movement of that kind except possibly the 45 soviets and setting movement rates based on August Storm would distort the rest of the map.
Railway movement is now seperated from normal movementand requires a loading unloading phase but once loaded units move very quickly - and are very vulnerable.
Movement will appear quicker because of smaller hexes but if anything is slower because of the removal of railways from tactical movement
4. The game does not take into account the continuous nature of engineer and supply units to improve infrastructure along key supply routes where it was needed. We suggest explicitly (or implicitly) allowing for the improvement, perhaps allowing for category of trails and roads. The building of roads and rails was a common occurrence and greatly increased the effectiveness and speed of troops. It was a major silent element of the war. For example, the trail that leads to Cooktown, Australia. It is hard to fathom that even if this is a valid evaluation of the road network in 41, that a unit moving to and from would really move at such a glacial pace. Multiple grades of roads would implicitly allow for land transport capacity improvements. It also opens a whole new dimension into each of the major land campaigns, where major very famous and effective infrastructure improvements occurred – e.g., Alaska Highway. This could be done abstractly with an infrastructure rating by hex or explicitly with building of roads / trails. The Japanese have road construction engineer units – they should be allowed to do their job.
This one was debated a LOT by the team for sooo many reasons but its just not possible what we have done is movement is now based on the AVERAGE of the two hexes being moved over so a move from a primary road to a secondary will use the average movement rate so no more moving at 45 miles per day off of a railway onto a trail and taking 5 weeks to get back.
5. Rail movement seems oddly done. In general, rail capacity and movement rates are implicitly conducted in the game. We would envisage a system where a unit can get on the rail after a 1-3 day loading process (depending on the load capacity of the embark hex) and then move up to 500 miles per day, followed by a 1-2 day unloading process including some disruption (depending on off-load capacity).
See above total re write quite similar to what you are suggesting
6. When units are on naval transports, it is not easy to identify where they are. Similarly, there should be a total listing of bases for FOW scenarios so that a player can quickly go to an enemy base from an intel report or combat summary, etc. see later comment on intel.
Some improvements here via the list all sub units screen better and best we can do but not
7. Emergency retreat and forced march movement – Units should be able retreat from combat if they choose to do so when attacked by a unit with similar or less mobility. Also, units should be able to move faster at some cost to disruption and fatigue up to some logical limit.
Out of scope for AE again it was debated but we had to triage and this didnt make the cut
8. Retreat direction – land units should be able to select their retreat hex in the command options. This game is not of the scale where the attacker or computer should be choosing. The game should default to computer choice if the player does not select
Out of scope for AE again it was debated but we had to triage and this didnt make the cut although we improved the computers basis for selection
9. You should be able to easily sort both idle and active commanders by 'best suited to command' function to better manage how you are re-assigning commanders. We like the fixed assignment in the historical games but suggest that in random games commanders are randomly assigned.
Sorting commanders is now easier but no rtandom leader assignment
13. Base numbers / sizes. Before we delve into this, we are sure some of what has been done is for playability reasons; nonetheless, in any 3600 square mile hex that is linked to a road, rail, or sea should be able to have a base of some size. To put this in perspective, virtually every island in the Bismarck archipelago and Solomon Islands has at least one base, but the northeast side of Australia has but three. The players are forced to fight a decidedly historical campaign, and the both the Allies and Japanese are decidedly disadvantaged in select locations. First, we agree that island bases should have lower max build sizes than full hex / mainland bases, but all bases should be able to build up to a certain size. For example, 9 should be the maximum for full hex / mainland / non mountain hexes; etc. Second, building bases is what both sides did throughout the conflict. At a minimum, there should be a provision for both sides to build some bases where there are no beach / dot bases. This could be controlled like PT/Barges or some other mechanism to keep it from getting out of hand, but limiting bases to the printed bases greatly limits the ability of the players to be the commander in chief.
A lot of changes here a lot more bases and no longer forcing combat in certain areas - however the AI forces some decisision in this area and having a base in every hex is to many for the game - the playablity aspect still runs deep it hasd to be playable and the AI has to cope with it
17. Eliminated ground units should be a screen.
Out of scope for AE again it was debated but we had to triage and this didnt make the cut
23. Coordinate arrival – All land units should have an option to coordinate arrival in a hex to prevent the piecemeal thrashing of an attacking force. Note this is different than follow unit option – or an improvement on the performance.
Some improvement in this area I cannot recall details if one of the others comes on he can update
24. Shock attack bug – for some reason, land units that arrive in a hex with an enemy units may immediately shock attack, even if other friendly units are in the hex. Also, some units that enter an enemy hex don't attack the first turn. This seems odd.
This is remaining I assume you are referring to the river or strait crossing auto shock attack ?
30. Air and ground unit disbanding – these units cannot permanently disband, placing their component parts back into the respective force pools. This should be an option, especially for air units in dead-end planes that the player does not want to continue to service. This could be accomplished by using the disband function and ask the player what type of plane to bring back…setting 120-180 day delay. Also there could be an option not to bring it back at all.
This is in mutilple disband and withdraw options for LCU's some optional some not
32.In all ground summary screens – bases, and total, there should be a column option to see if it is moving, where to, and how far it has to go. There is no mechanism to do this other than trample through every unit in every hex.
Out of scope for AE
33. Replacement priority option – in addition to turning replacements on or off, there should be a prioritization / ranking button that allows the unit to receive replacements before or after others. That way, units that need specific types of upgrades or replacement types can get them and other units that need other types of replacements can still get the leftovers without turning them off.
Out of scope for AE again it was debated but we had to triage and this didnt make the cut
ORIGINAL: Andy Mac
ORIGINAL: topeverest
7. Emergency retreat and forced march movement – Units should be able retreat from combat if they choose to do so when attacked by a unit with similar or less mobility. Also, units should be able to move faster at some cost to disruption and fatigue up to some logical limit.
Out of scope for AE again it was debated but we had to triage and this didnt make the cut